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Zekain Kade
BetaMax.
931
|
Posted - 2012.09.13 02:44:00 -
[1] - Quote
I take out my proto swarms.
I lock them onto a LAV sitting behind a tank.
I fire the rockets.
They fly left, and hit a hill again.
I fire another round.
They do the same thing.
I fire a third round.
They his the hill again.
I fire my FOURTH ROUND, but this time in the opposite direction.
They fly into the ground.
*face palm* |
Demonic Chaos
Sanmatar Kelkoons Minmatar Republic
14
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Posted - 2012.09.13 03:06:00 -
[2] - Quote
Get on the hill then fire you are obviously in a bad spot |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.13 03:43:00 -
[3] - Quote
No, the swarms like to fly 90 degrees for a second then go towards whatever you're locked onto, if you try to compensate they fly the other direction and hit something else. I mean I know they pop out of the sides...but that's some magic physics engine to make them do 90 degree turns like that. |
Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.09.13 04:44:00 -
[4] - Quote
Yeah, swarm pathing seems real borked. For being smart missiles they also like to hit the ground before they hit ground based targets.... Like the manable turret emplacements. You'd think they'd at least be smart enough to fly along the ground profile and stuff. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.13 05:23:00 -
[5] - Quote
I locked on to a turret from five feet away and the target was right at ground level. I think that's a big part of the problem. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.09.13 05:43:00 -
[6] - Quote
Why can't it just fly straight like auto guided RPGs |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 09:04:00 -
[7] - Quote
TiMeSpLiT--TeR wrote:Why can't it just fly straight like auto guided RPGs
Because that was the number one reason they were abused in the pre E3 builds. People would use them, dumb fireing them into the ground at enemies all the time. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.13 09:07:00 -
[8] - Quote
That's why we need straight catapulted Swarms that are unarmed as long as they are in the catapult flight / javelin phase and only get armed and bursting after the javelin phase. This would also stop swarms used in close quarters (CQC is what AV nades are for.) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.09.13 09:41:00 -
[9] - Quote
Seran Jinkar wrote:That's why we need straight catapulted Swarms that are unarmed as long as they are in the catapult flight / javelin phase and only get armed and bursting after the javelin phase. This would also stop swarms used in close quarters (CQC is what AV nades are for.)
I disagree. Low splash damage and high direct damage swarms dummy fired at close range was a very effective way to deal with tanks in the previous build, all while avoiding them being used for anti infantry. Tanks are obviously a problem, and with the swarms rarely working while dummy fired or locked on at a range...there is clearly an issue. The physics model used for swarms in the previous build was FAR better than the current one. |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.13 09:47:00 -
[10] - Quote
Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power. |
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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 10:33:00 -
[11] - Quote
Pokey Dravon wrote:Seran Jinkar wrote:That's why we need straight catapulted Swarms that are unarmed as long as they are in the catapult flight / javelin phase and only get armed and bursting after the javelin phase. This would also stop swarms used in close quarters (CQC is what AV nades are for.) I disagree. Low splash damage and high direct damage swarms dummy fired at close range was a very effective way to deal with tanks in the previous build, all while avoiding them being used for anti infantry. Tanks are obviously a problem, and with the swarms rarely working while dummy fired or locked on at a range...there is clearly an issue. The physics model used for swarms in the previous build was FAR better than the current one.
I have to say this. I've used swarms a lot lately. and I rarely have them hit the structure or landscape in the firing phase. When they get near the target, sure, tanks have this annoying habit of not staying still when I'm shooting at them.
My sequence is. Make sure there is nothing immediately next to me, get lock, step back behind cover while I aim UP and away from the nearest obstacle, release, crawl forward, get lock...repeat. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 10:34:00 -
[12] - Quote
Tyas Borg wrote:Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power.
They did this in the previous build, and it was stupid that they did. The only problem I have with the temporary AV nerf they did, is the 400m lock range. At least they should have made that skill dependent. |
miahus
CrimeWave Syndicate
78
|
Posted - 2012.09.13 10:45:00 -
[13] - Quote
Dewie Cheecham wrote:Tyas Borg wrote:Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power. They did this in the previous build, and it was stupid that they did. The only problem I have with the temporary AV nerf they did, is the 400m lock range. At least they should have made that skill dependent. Doesn't light weapon sharpshooter increase the lock on's effective range on swarm launchers? |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 11:02:00 -
[14] - Quote
miahus wrote:Dewie Cheecham wrote:Tyas Borg wrote:Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power. They did this in the previous build, and it was stupid that they did. The only problem I have with the temporary AV nerf they did, is the 400m lock range. At least they should have made that skill dependent. Doesn't light weapon sharpshooter increase the lock on's effective range on swarm launchers?
Don't know about lock distance, just effective distance if I recall. |
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